
Sandara |

3d6 ⇒ (3, 3, 5) = 11
Sandara calls on Besmara's power to keep her favorite(?) pirates hale and healthy for battle.
Channel energy. Selective channel to avoid healing pirates 2 and 3, pirate 1 is affected, pirate 4 is blocked by the walls. Thren and Sandara are healed, as is the bat.
Then the priestess steps back to watch her captain's back, drawing her blade...not that anyone can see her yet.

GMDQ |

Threnody, yes you can apply your iterative attack to guard 3. For the 5 foot step, that square you entered contains a wardrobe, so you can't step back straight into it. I have no problem with you five-foot-flying up on top of the wardrobe, but I do want you to be aware you have moved upward (and are not threatening the people on the floor, therefore); you may retcon this move if you prefer. And yes, I do note Sandara is invisible, and I will not count MY color commentary as "talking" for the enemies' purposes of trying to locate her, but I will use her using things requiring vocal interactions like spellcasting with verbal components. Channel energy does not require a vocal component (just presentation of the holy symbol), but "calls upon aid" sounds like she's talking so in future please clarify if she's making noise or not. I'm going to assume she did not actually verbally call on Besmara this round but be careful going forward.
Kahuranga, does Taniwha actually move? Or does he stay put and hide? I need to know exactly where he is, even if Zarskia is only guessing. I thought I could kind of wing it, but I don't want to make assumptions as to where you want him to be. He has to be in the corridor, and it's a five foot wide corridor with just enough headroom for a medium sized person, so his only options are move back the way he came (toward Zarskia, who may or may not be also covered in the fog cloud because of her proximity to Taniwha) or away to the limits of his fog spell, which would be up to 15-20 feet away depending on exactly where in the center he is. I've put K, T, and company down below the primary battle map; the long gray strip represents the corridor. Everyone should be more or less in the correct place. T can't see Zarskia but knows she was close enough to throw (probably 20 feet or less)

Threnody 'Thren' Nocturne |

I've adjusted my position. Y'know, I didn't even see that wardrobe there? It's what I get for posting before running off to work. That or I'm retreating to Narnia? Thren is staying low enough to fight. Also, Sandara's line was meant as flavor text astyou surmised. I'll be more careful.

GMDQ |

Zarskia Perception: 1d20 + 17 ⇒ (11) + 17 = 28
Taniwha, despite likely impending doom, does not obey the evil alchemist and holds onto the materials he has taken from the basement. He does his best to hide, but it is difficult, even with the aid of the fog, to hide in such limited space. With his body throbbing in pain and fear, the glass vials in the bandolier clink against one another, which a trained spy with keen senses is sadly all too likely to pick up upon.
He senses her approach, the smell of her reagents and whisper-sounds of her clothing; hears her swallow something as she gets close. Move action: Move up the corridor, Standard action: Use an Extract
And then a burst of flame spreads into the corridor, searing into him and into the corridor beyond.
Fire Breath Damage: 4d6 ⇒ (6, 5, 3, 1) = 15
Taniwha Reflex Save for Half, DC 15: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Dang
Taniwha's scales singe and burn, in some places all the way to the bone. He falls to the ground, what little life force he has fading quickly.
Kahuranga can feel the sting of flame, and the wash of fear, and for a moment it almost feels as though he were being burned alive himself.
Taniwha is down and dying at -9 hp. He will be dead at -13.
Chance of Vial 1 breakage 20%, 01-20 means break: 1d100 ⇒ 67
Chance of Vial 2 breakage 20%, 01-20 means break: 1d100 ⇒ 85
Chance of Vial 3 breakage 20%, 01-20 means break: 1d100 ⇒ 50
The satchel and the bandolier fall to a ground, the latter with a clatter, as the vials within strike the cold stone floor, but they do not break.

GMDQ |

Round 7
Kahuranga 36/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope
Taniwha -9/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | Dex Damage 2, dying
Dire Bat 3 4/22 HP
Pirate Guard 1 57/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 2 2/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 3 43/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 5 47/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 6 47/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 64/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, invisible
Zarskia 81/90 hp | AC 26 T15 FF21 | CMD 23 | Fort +10 Ref +14 Will +8 | ???

Kahuranga |

Zeroing in on the source of the fire, the fiendish dinosaur slashes the air with its tail, lowering its head and launching forward. It vanishes into a swirl of mist.
Deinonychus Grapple: 1d20 + 5 ⇒ (20) + 5 = 25 Ha! Finally a break. This provokes if she is armed.
The beast leaps, its claws grasping at the floating alchemist.
Miss chance misses 1-50: 1d100 ⇒ 41 Oh well.
Move to get next to Z, Standard to grapple.
Kahuranga follows close behind, launching himself past the alchemist to reach his friend.
Kahuranga overrun: 1d20 + 6 ⇒ (20) + 6 = 26
Wow, 2 20s in a round and I accomplish nothing.
Move and standard to overrun.

GMDQ |

Bat is hasted so should get another attack after a 5 foot step.
Bat Attack: 1d20 + 5 + 3 + 1 ⇒ (6) + 5 + 3 + 1 = 15
Guess not
Pirate guard 2 has to tumble off the bed to get to flanking position with Thren (unaware of the invisible cleric floating above the wardrobe). He is moving only five feet but he needs to traverse the furniture
Acrobatics, avoid AOO: 1d20 + 13 ⇒ (12) + 13 = 25
And takes a swing at Thren
Pirate Guard 2 Attack, flanking: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
Miss Chance, 01-50 hits: 1d100 ⇒ 7
But he cannot connect with the limber tiefling.
His partner also attacks.
Pirate Guard 2 Attack 1, flanking: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Miss Chance, 01-50 hits: 1d100 ⇒ 35
Pirate Guard 2 Attack 2, flanking: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Miss Chance, 01-50 hits: 1d100 ⇒ 20
And he has better luck as he tries to pin Thren into the corner.
Damage Attack 1+Sneak Attack: 1d6 + 6 + 2d6 ⇒ (2) + 6 + (6, 2) = 16
Damage Attack 1+Sneak Attack: 1d6 + 6 + 2d6 ⇒ (2) + 6 + (1, 5) = 14
Dealing nasty slash wounds to an arm and a leg.
Guard 5 enters and tries to get through the fracas in the front of the room to the other side of Guard 3.
Acrobatics, avoid AOO: 1d20 + 13 ⇒ (3) + 13 = 16
A move to get to the room and a move to acro, so he's done
While Guard 6 enters and seeing the blurry tiefling being attacked by his compatriots joins in.
Pirate Guard 6 Attack: 1d20 + 11 ⇒ (7) + 11 = 18
He does not connect.
And finally Pirate Guard 1 continues to attack his old nemesis, the dire bat.
Pirate Guard 1 Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
The final dire bat is finished, and the guard says to the others, "I reckon she's escaped by now but I'll go be sure that sylph isn't getting in the way of our retirement plans. Once you're done with the freak, some of you come with me." And it looks like he is getting ready to enter the fireplace.
All of the scarred and tattooed guards, you realize, are wielding the same weaponry--cutlass and buckler, more typical to a sailor than a landlubber guard.
Sandara and Threnody: What follows are two separate Perception checks, for two different pieces of information, so please roll twice
Sandara and Thren are up!

Threnody 'Thren' Nocturne |

Wounded, bleeding, hemmed in, Thren fights like the demon she's accused of being.
Spending a hero point for an extra standard action, using it for an attack.
attack pirate 2, standard action: 1d20 + 18 ⇒ (4) + 18 = 22
damage, pirate 2: 1d6 + 10 ⇒ (2) + 10 = 12
With the proverbial and literal backstabber down, our tiefling turns to face the pirate she tagged earlier.
attack pirate 3, hasted attack: 1d20 + 18 ⇒ (4) + 18 = 22
damage, pirate 3: 1d6 + 10 ⇒ (4) + 10 = 14
attack pirate 3, full BAB: 1d20 + 18 ⇒ (4) + 18 = 22
damage, pirate 3: 1d6 + 10 ⇒ (1) + 10 = 11
attack on pirate 3, iterative: 1d20 + 13 ⇒ (20) + 13 = 33
crit confirmation: 1d20 + 13 ⇒ (1) + 13 = 14
damage, pirate 3: 1d6 + 10 ⇒ (3) + 10 = 13
Thren's rapier is covered in blood and shining crimson, though some of that blood is her own and some her foes.
Perception, DC 15: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Perception, DC 17: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
"You're pirates, not dumb lubbers," Thren pants. "Same ship from those tattoos? You should be looting Chelish merchants, not working for a Chelish spy. Any captain could do well to have men like you. Unless you want your own ship?"
Extra standard action: put down pirate 2
Full attack: pirate 3
Swift action: arcane strike
Free action: maintain inspire courage

Sandara |

Perception, DC 15: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Perception, DC 17: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Sandara sees that the pirates are trying to skewer her captain from all sides. When one of them falls, she floats down off the wardrobe to take up a position watching her captain's back. Then she casts a spell to help mend Thren's wounds.
cure serious wounds: 3d8 + 6 ⇒ (2, 3, 5) + 6 = 16
Sandara definitely could be heard casting a spell.

GMDQ |

Kahuranga can hear Zarskia's breathing as you hear some movement, and then the satchel and bandolier dropped by Taniwha slowly fade into nothingness as the invisible woman picks them up. I'm calling this a full round action, as she needs to lean over and look through the fog to find and grab them.
The dinosaur rakes at her as he smells the woman moving with her back to it.
Attack, Deinonychus AOO: 1d20 + 5 ⇒ (17) + 5 = 22
But he simply scrapes against her armor.
Round Eight
Kahuranga 36/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope
Taniwha -10/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | Dex Damage 2, dying
Deinonychus 34/34 HP | AC 15
Pirate Guard 1 57/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 3 5/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 5 47/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 6 47/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 39/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, invisible
Zarskia 81/90 hp | AC 26 T15 FF21 | CMD 23 | Fort +10 Ref +14 Will +8 | ???
Kahuranga is up!

Kahuranga |

Kahuranga snarls and leaps at the invisible flying alchemist, aiming for the spot the dinosaur is focused on and where the items just disappeared. His magic useless in this situation, he sinks to animal aggression.
Kahuranga Grapple: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 I'm applying flanking bonus. If that isn't appropriate, it will reduce by 2.
Miss chance high hits: 1d100 ⇒ 37 Miss.
The dinosaur snaps ineffectually at Zarskia.
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (18) + 5 = 23
Nothing. Just nothing.

GMDQ |

K, Taniwha needs to roll to stabilize. Do you want to do that or shall I? As noted in discussion thread, you don't have to apply the negative HP penalty to the roll as I think we've usually not done that and now's not the time to start.
Yes, Thren, I know whose turn it is. Please be patient.

GMDQ |

"Besmara cursed our cap'n and sank our ship! No one will have us, so gods damn the Shackles, and we will make our own fortune, and pity the sod who gets in our way!"
Pirate guard 5 jumps onto the bed, to flank Threnody.
Acrobatics, Avoid AOO vs Thren: 1d20 + 13 ⇒ (1) + 13 = 14
Acrobatics, Avoid AOO vs Sandara: 1d20 + 13 ⇒ (6) + 13 = 19
His movement provokes an AOO from Thren; Thren it's up to you if you take it or you want to save it for something else
Pirate 5 Attack, Flanking: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Miss Chance, 01-50 hits: 1d100 ⇒ 29
Damage, Sneak Attack: 1d6 + 6 + 2d6 ⇒ (1) + 6 + (3, 6) = 16
Taking a mid round damage assessment; Thren, let me know if you choose to take that AOO and then I will continue the pirate guards' round

Threnody 'Thren' Nocturne |

I'll take that AOO. Not likely to get another and I need to get in all the hits I can.
1d20 + 18 ⇒ (5) + 18 = 23
damage, pirate 5: 1d6 + 10 ⇒ (3) + 10 = 13

GMDQ |

Pirate guard 6 joins in the flank and slashes at Thren.
Pirate Guard 6 Attack, Flanking: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Miss Chance, 01-50 hits: 1d100 ⇒ 95
Pirate Guard 6 Iterative Attack, Flanking: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
But the displacement effect disorients him very effectively.
Pirate guard 1 enters the chimney and begins to climb down.
Climb DC 15+5 for half rather than quarter speed: 1d20 + 12 ⇒ (16) + 12 = 28
He gets down most of the way and then drops the final length. Free action to drop
Acrobatics, Avoid 10 feet of falling damage: 1d20 + 13 ⇒ (15) + 13 = 28
He finds himself safely in the cellar.
Pirate guard 3 somersaults behind the table before Thren can shishkabob him. AOO taken already, but still halving movement for Acrobatics use
And he also begins to climb down the chimney.
Climb DC 15+5 for half rather than quarter speed: 1d20 + 12 ⇒ (11) + 12 = 23
He is at the level of the second floor.
Sandara murmurs to Thren, "I'm getting a bit worried with K by himself versus the mad bomber."

GMDQ |

Thren I have you at 23 hp but I think I didn't count one of Sandara's heals in there. Is your accounting of 34 inclusive of the 16 points of damage done this round? If so I'll trust your count.
Thren and Sandara are up

Threnody 'Thren' Nocturne |

My hp are up to date, yes. I had to recheck it earlier to be sure but I'm accurate. Thanks for asking.
attack pirate 5, haste: 1d20 + 18 ⇒ (14) + 18 = 32
damage, pirate 5: 1d6 + 10 ⇒ (2) + 10 = 12
attack pirate 5: 1d20 + 18 ⇒ (14) + 18 = 32
damage, pirate 5: 1d6 + 10 ⇒ (1) + 10 = 11
attack, pirate 5, iterative: 1d20 + 13 ⇒ (16) + 13 = 29
damage, pirate 5: 1d6 + 10 ⇒ (4) + 10 = 14
Spending a hero point, extra standard action.
attack pirate 6: 1d20 + 13 ⇒ (18) + 13 = 31
confirm critical hit, pirate 6: 1d20 + 13 ⇒ (12) + 13 = 25
damage pirate 6: 2d6 + 20 ⇒ (3, 2) + 20 = 25
"I can only handle so many problems at a time Sandara!" Thren mutters with a hint of frustration. "We're going after them once I get done with this one." Thren says, looking at the remaining melee foe with murder in her red eyes.
"Besides, that one has my hat."
Full attack action: put down pirate 5
Swift action: arcane strike
Free action: inspire coureage
Extra standard action: attack pirate 6

GMDQ |

As Zarskia moves, an acrid scent hits the air as reagents mix, and Kahuranga hears the sing of a blade--or two?--being drawn from a sheath.

GMDQ |

Round Nine
Kahuranga 36/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope
Taniwha -11/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | Dex Damage 2, dying
Deinonychus 34/34 HP | AC 15
Pirate Guard 1 57/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 3 5/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 6 47/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 48/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, invisible
Zarskia 81/90 hp | AC 26 T15 FF21 | CMD 23 | Fort +10 Ref +14 Will +8 | ???
Kahuranga is up

Kahuranga |

Deinonychus Grapple: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14That will provoke if she is armed now.
Concentration check to cast defensively DC 17: 1d20 + 14 ⇒ (6) + 14 = 20
Ranged Touch Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Miss chance high hits: 1d100 ⇒ 52
Ray of Enfeeblement: 1d6 + 4 ⇒ (4) + 4 = 8
Zarskia Fortitude Save DC 16: 1d20 + 10 ⇒ (18) + 10 = 28
So if the dino is able to pinpoint her location with scent and point that out to me, then I hit her with a ray and she takes a -4 penalty to strength.
The dinosaur snaps his jaws where he can smell the new smell, but is unable to connect.
Kahuranga focuses on the area of the attack and launches an opalescent ray into it.
He can only do this from within 5 feet, so he will move if she has moved. Casting the spell does not provoke, but the ranged attack does.

Kahuranga |

This is what happens when an air witch and a water dragon descend into holes in the ground. Besmara give me strength, and if that doesn't work out, Calistria keep me alive long enough to avenge myself and my friend on this woman.

GMDQ |

So I've been pondering about how to choose which AOO Zarskia takes without metagaming, since I am aware of both opportunities at once (and, spoiler alert, she does not have Combat Reflexes). But I think she generally sees the summoned creature as pretty much no threat for various reasons, and knows K is a spellcaster, so would keep her attention focused on him. So she would ignore the chance to AOO the dino and wait to see what the spellcaster did.
Also, I completely forgot, her AC actually went up to 27 after she cast her spell (aka used her extract) on her turn (and her reflex save also increased by 1), but it's my bad I did not post that so I'm going to say you still hit and she still is at a Strength penalty (because if my GM was like "Oop I forgot a thing you didn't hit after all," I'd punch them). But I have updated the statblock for next round to bear in mind for future engagements.
Zarskia Attack of Opportunity vs Kahuranga, spell that is probably haste: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Zarskia Crit Confirm: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Crit Damage: 2d4 - 2 ⇒ (4, 4) - 2 = 6
And you were worried for a minute. :)
Kahuranga Fortitude Save DC 24, Good Hope: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Strength Damage: 1d3 ⇒ 3
"Get out of my way!!" bellows the invisible, angry alchemist.
=====
Meanwhile upstairs, pirate guard 6 decides to be a hero. Erm, a villain. Erm, well, he decides to stand and fight. He shouts, "I hear the voice of Besmara herself calling upon our doom, but I swear t'ye Black Lady, if I fall in this fight as a true swashbuckler, take me in yer arms as ye once did in yer dreams!"
Being alone without his partner, bleeding and dying on his mistress's bed, he flails at her with less than his usual finesse, perhaps hoping brute force will win the day?
Attack Threnody, Power Attack: 1d20 + 11 - 3 ⇒ (12) + 11 - 3 = 20
Attack Threnody, Power Attack, Iterative: 1d20 + 6 - 3 ⇒ (12) + 6 - 3 = 15
But his dramatic show is for naught, as he slashes at blurry shadows of Threnody that aren't actually her.
Meanwhile Pirate 1 hears his mistress's cry far down the underground tunnel and breaks into a run. He moves the 30 feet across the cellar and then another 90 feet past the cellar gate. As he approaches, he sees the tunnel ahead of him is full of fog.
Pirate 3 continues climbing down the chimney.
Climb, 1/2 speed DC 20: 1d20 + 12 ⇒ (16) + 12 = 28
He makes it safely down, and while nobody can see him, for the record he pulls a potion out of his belt pouch.

GMDQ |

Threnody and Sandara are up; btw Pirate Guard 6 has 22 hp left; I forgot to update his statblock too.

Threnody 'Thren' Nocturne |

"You want to meet the Pirate Queen so bad? I'll help you get there!"
attack on pirate 6, hasted: 1d20 + 18 ⇒ (5) + 18 = 23
attack on pirate 6: 1d20 + 18 ⇒ (11) + 18 = 29
damage, pirate 6: 1d6 + 10 ⇒ (6) + 10 = 16
damage, pirate 6: 1d6 + 10 ⇒ (4) + 10 = 14
The captain of the Fearsome Tide lets the pirate's cutlass swing past her face with a quick dodge. She tucks her legs up and over his backhand swing and then gives her counter. Her rapier bats his defenses aside and slides into the shoulder of his sword arm. Then she pulls her blade free and stabs him low in the stomach. They hold together, victor and defeated, for just a moment before Thren kicks him off her blade and begins moving towards the chimney. The arcane energy that tints her blade crimson fades away after a few moments, leaving the metal red with the blood of the fallen pirates.
Full attack: put down pirate 6
Swift aqction: arcane strike
Free action: inspire courage
Movement: five foot step

Sandara |

Seeing Thren has the pirate guard on the ropes, Sandara prepares for the fight with the crazed chemist by continuing to patch up Thren. Then she flies over to the chimney and descends, blade at the ready.
cure moderate wounds: 2d8 + 6 ⇒ (1, 8) + 6 = 15
Sandara will fly over to the chimney with 30' of movement and then descend. She'll stop 10 feet above pirate 3 if she can get that far.

Kahuranga |

So I've been pondering about how to choose which AOO Zarskia takes without metagaming, since I am aware of both opportunities at once (and, spoiler alert, she does not have Combat Reflexes). But I think she generally sees the summoned creature as pretty much no threat for various reasons, and knows K is a spellcaster, so would keep her attention focused on him. So she would ignore the chance to AOO the dino and wait to see what the spellcaster did.
Also, I completely forgot, her AC actually went up to 27 after she cast her spell (aka used her extract) on her turn (and her reflex save also increased by 1), but it's my bad I did not post that so I'm going to say you still hit and she still is at a Strength penalty (because if my GM was like "Oop I forgot a thing you didn't hit after all," I'd punch them). But I have updated the statblock for next round to bear in mind for future engagements.
That makes sense to me. The summoned creatures haven't been able to touch her.
As for the AC, it was a ranged touch, so still would have hit her.

GMDQ |

Oh, right about the ranged touch.
Upstairs, the pirate guard gives Thren a bloodstained smile and gurgles, "Sweet Bes," as he falls to his final rest.
Meanwhile down in the long tunnel past the cellar...
Kahuranga feels the invisible woman shove into him once again as Zarskia attempts an overrun.
Combat Maneuver, -2 Str modifier vs CMD 19: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
And her determination wins the day as she pushes past him roughly and presumably further down the tunnel. Overrun works as part of a move action, so you can assume she moves at least some of her allowable distance. You hear nothing else indicating what she does and of course even were she not invisible, the fog cloud obscures the tunnel beyond you while you stand within it.
The dino snaps at her as he smells her trying to leave.
Dino AOO for moving out of a threatened square: 1d20 + 5 ⇒ (1) + 5 = 6
He breaks one of his smaller teeth as he chomps down on something supernaturally hard.
This activates your turn, Kahuranga, not on hers, but want to go ahead and remember to do this
Kahuranga Fortitude Save DC 24, Good Hope: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Str Damage: 1d3 ⇒ 2

GMDQ |

Round Ten
Kahuranga 41/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope | poisoned, 5 Str damage
Taniwha -10/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | poisoned, Dex Damage 2, dying
Deinonychus 34/34 HP | AC 15
Pirate Guard 1 57/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Pirate Guard 3 5/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 63/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, invisible
Zarskia 81/90 hp | AC 27(26 T15 FF21) | CMD 23 | Fort +10 Ref +15(+14) Will +8 | ???, -4 penalty to Strength

Kahuranga |

Taniwha stabilize: 1d20 + 1 ⇒ (9) + 1 = 10
Kahuranga motions the dinosaur to turn about and attack whatever is coming at them. The sylph takes a deep breath and turns to his friend. Despite the fog, he was connected to the dragon when it fell, and so has a good idea where Taniwha is. He flicks the wand and a glow of life spreads over charred body of the dragon.
Should still have the wand of cure moderate in hand.
Cure Moderate Wounds: 2d8 + 5 ⇒ (4, 3) + 5 = 12
Kahuranga beams as his friend's eyes flutter open. "No more running off like that, little hero..."
Standard to cast with wand.
The dinosaur turns on its heel and races toward the approaching threat.
I'm assuming here that I can hear the guy running toward us. I know that both of my allies are flying. Sadly, the dino can't charge/pounce out of the fog because it doesn't have line of sight to the guy. That would have been cool.
Dino talon. Pirate is running and loses Dex to AC: 1d20 + 5 ⇒ (15) + 5 = 20
Talon damage: 1d8 + 2 ⇒ (4) + 2 = 6
Move action to move. Standard to attack.

GMDQ |

Taniwha Perception check: 1d20 + 9 ⇒ (11) + 9 = 20
As he comes to and looks around, being close to the ground still, he sees a crumpled piece of paper, muddy from the grime in the damp cave. One of the pages he tried to stuff into the satchel apparently fell out in the scuffle, and Zarskia did not notice in the panic and the fog.
Pirate Guard 1 yawps in surprise and pain as a dinosaur of all things runs out of a fog that should not exist in the tunnel to begin with. He retaliates with some brute force swings of his cutlass.
Pirate Guard 1 Attack, Power Attack: 1d20 + 11 - 3 ⇒ (17) + 11 - 3 = 25
Pirate Guard 1 Iterative attack, Power Attack: 1d20 + 6 - 3 ⇒ (16) + 6 - 3 = 19
He thrusts deep into the creature's scaly/feathery body.
Damage 1: 1d6 + 6 + 6 ⇒ (5) + 6 + 6 = 17
Damage 2: 1d6 + 6 + 6 ⇒ (5) + 6 + 6 = 17
And ever a skilled master of dismissing summoned creatures, he somehow does exactly enough to send it back to its home plane.
"This day is just getting more and more f#%!ed up," he mutters.
Meanwhile Pirate Guard 3 drinks his potion, and moves into the tunnel, hearing his compatriot complaining up ahead.
Cure Moderate Wounds: 3d8 + 3 ⇒ (2, 2, 6) + 3 = 13
Sandara and Threnody up!

Sandara |

Sandara finishes her descent and quietly looks around. She spots the guard with Thren's hat heading down a long corridor but still sees no sign of the bomber. She moves off to one side and mutters a brief protective prayer.
Sandara casts resist energy-fire on herself.

Threnody 'Thren' Nocturne |

No other foes harry our intrepid heroine, so she zips across the room and down the chimney in a flash worthy of Santa Claus. Coming down into the basement, the bard spots her would-be rival and hat-stealing nemesis upon arrival.
"You." The tiefling snarls. "I want my hat back. Now." She swoops across the room, only barely thinking about where Sandara might be, and through the gate to unleash her fury on the guard who took what was rightfully hers.
CHARGE! Because the fly spell lets me.
attack pirate 3: 1d20 + 18 ⇒ (20) + 18 = 38
critical confirmation: 1d20 + 18 ⇒ (10) + 18 = 28
damage, pirate 3: 2d6 + 20 ⇒ (2, 6) + 20 = 28
The notes of Thren's song are echoing up and down the long tunnel a bit, but the triumphant high note leaves no doubt as to what has happened. Her sword slams into his neck and out the other side in a gory mess. As he collapses to the tunnel floor, the captain's headgear falls to the floor...only to be caught on the tip of her tail just before hitting the ground. A flick of the tail and it rests once more upon her ebon locks.
Displacement has worn off. Haste has worn off.
Free action: inspire courage continues
Swift action: arcane strike
Move action: descend to basement
Standard action: charge pirate 3 and create pirate kabob
Cool action: reclaim hat

GMDQ |

With gusto, Thren retrieves her now slightly bloody hat and Sandara, presuming trouble is yet to come, casts a protective spell on herself. They are aware of one last pirate guard somewhere up the tunnel.
None of you hear, see, taste, nor smell any sign of Zarskia. She had last pushed past Kahuranga and further toward the end of the tunnel, and given there is not a whisper of her presence nearby, presumably she has continued in that direction. For those of you gifted in spellcraft, you have a guess her greater invisibility will be wearing off if not now, then soon--if you get past or dismiss the fog cloud to be sure. The question is, will you have an opportunity to confirm this?
For Kahuranga's Turn, DC 24 Fortitude Save vs Poison: 1d20 + 3 ⇒ (5) + 3 = 8
Str Damage: 1d3 ⇒ 3
Meanwhile Kahuranga finds himself growing weaker by the moment, and is struggling to even stand. Limbs growing weak and muscles spasming, he is not going to be able to move at all soon. Whatever was on the alchemist's blade was more dangerous than the cut itself. Taniwha too feels the ache of poison, but fortunately the one affecting him is much slower acting. At least he has this crumpled piece of paper...?
Round Eleven
Kahuranga 41/56 hp | AC/T/FF 20/16/16| CMD 20 | F +3 R +7 W +7 Electricity 5| fly, good hope | poisoned, 8 Str damage
Taniwha 1/24 HP | AC/T/FF 18 (19/13/18)| CMD 12(13) | F +5 R +6(7) W +7 | poisoned, Dex Damage 2
Pirate Guard 1 51/57 HP | AC 19 T14 FF15 | CMD 23 | Fort+6 Ref +9 Will +5 |
Threnody 63/72 hp | AC24 T16 FF21 50% miss chance | CMD 20| Fort +5, Ref +10, Will +7 Cold, Fire 5 | fly, displacement, good hope, shield of faith
Sandara Quinn 34/39 hp | AC16 T13 FF15 l CMD 18 | Fort +5 Ref +3 Wis +9 | fly, good hope, haste, resist energy (fire), invisible
Zarskia 81/90 hp | AC 27(26 T15 FF21) | CMD 23 | Fort +10 Ref +15(+14) Will +8 | ???, -4 penalty to Strength

Threnody 'Thren' Nocturne |

For those of us late joining the dungeon crawl under the shop, would it be possible to get a map of the tunnel?

GMDQ |

It's already on the battle map, look underneath the main map. I've moved the cellar down so you see how it connects to the cellar directly, though technically I think there's about 60 feet of tunnel not shown between where everyone else is and you are. Call it one movement of flight to get from the cellar page to the tunnel where everyone else is. It's just one long five foot wide path. From cellar gate to exit, it is 200 feet long.

Kahuranga |

Kahuranga stumbles, if someone who is magically flying can stumble, into the wall, then overcorrects and bounces back down the hall. He comes to the edge of the mist and sees the guard.
"Invisible flying alchemists may be my weakness...but I believe you will find...that thuggish guards are my specialty..."
As he speaks, he draws a tiny iron bar from the pouch at his belt, running his thumb along it and intoning Auran words for the stillness of the wind.
Move action to fly 35 feet toward pirate guard. Standard to cast Hold Person.
Pirate Guard 1 Will Save DC 16: 1d20 + 5 ⇒ (7) + 5 = 12